• TTT Map Crashes When a New Round Starts or Executing TTT_RoundRestart
    4 replies, posted
When starting up my TTT listen server and choosing my map, players are able to join the server and walk around with no issues prior before the round begins. [B]Problem:[/B] When the number of players OR bots exceeds two, upon executing the command "ttt_roundrestart" in the console OR allowing the round to end, upon a new round beginning, the server will crash and generate a .dump file. [B]What I have done:[/B] 1. I have tried to load the .vmf in "mapanalyst" to check for any possible reading errors and noticed it generated an error and noted the line where the error persisted. I checked the .vmf and found it was with regards to a number of game_text entities that were missing the "[B]\n[/B]" syntax required for creating a break and producing a second line. Evidence, from the valve dev wiki: [CODE]Message Text <string> Message to display onscreen. \n signifies a new line in the text. Bug:Hammer will automatically change \n to /n. The only known workaround is to edit the vmf in notepad. [/CODE] 2. Another suspicion I have was on the number of physics props in my map. I have relied heavily on the use of prop_static props to detail my map. Such uses include: grass, fences and trees. The number of prop_physics_multiplayer entities is relatively low. I would greatly appreciate any assistance or direction with respect to this issue. I have spent a great deal of time and effort into this project and would be devastated to see it fail. If you wish to reach me on steam, please do so at [URL="http://www.steamcommunity.com/id/streammapping"]www.steamcommunity.com/id/streammapping[/URL] Provided Below are the Map Compile Log of the .VMF as well as the Dump File Log of the .DUMP file generated when HL2 Crashed. [U][B]Compile Log for Map[/B][/U] [CODE] materialPath: z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\materials Loading Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.vmf Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default Can't find surfaceprop sheetrock for material WALLPAPER/YELLOW02, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in z:\steam\steamapps\xxxxxx\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/ttt_projectsuburb_prep2/suburb_skybox/sub_skybox_wvt_patch Patching WVT material: maps/ttt_projectsuburb_prep2/nature/blendrockdirt006b_lowfrict_wvt_patch Patching WVT material: maps/ttt_projectsuburb_prep2/de_tides/blendgrassstonepath_wvt_patch Patching WVT material: maps/ttt_projectsuburb_prep2/pk02/pk02_rock01_ground01_blend_wvt_patch Patching WVT material: maps/ttt_projectsuburb_prep2/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-262, -1857, 155) env_cubemap pointing at deleted brushside near (-262, -1857, 155) Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... env_cubemap pointing at deleted brushside near (-200, -2487, 155) env_cubemap pointing at deleted brushside near (-200, -2487, 155) Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 4648 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/mpa02*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (12705889 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 13221 texinfos to 8832 Reduced 890 texdatas to 784 (53742 bytes to 48587) Writing Z:\Steam\steamapps\xxxxxx\sourcesdk_content\Now Testing\Prep Final\ttt_projectsuburb_prep2.bsp 13 seconds elapsed ================== VVIS ================== 4 threads reading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp reading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.prt 5812 portalclusters 16691 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 1716848 visible clusters (8.52%) Total clusters visible: 20146350 Average clusters visible: 3466 Building PAS... Average clusters audible: 4937 visdatasize:7393995 compressed from 8462272 writing z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp 11 seconds elapsed ================== VRAD ================== [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp Loaded alpha texture materials\models\props_foliage\ah_foliage_sheet001.vtf Loaded alpha texture materials\Models\props_wasteland\fence_alpha.vtf Loaded alpha texture materials\models\props_foliage\Mall_trees_branches01.vtf 25156 faces 6 degenerate faces 8045117 square feet [1158496896.00 square inches] 816 Displacements 2856406 Square Feet [411322464.00 Square Inches] 25150 patches before subdivision 332876 patches after subdivision 306 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17534673, max 970 transfer lists: 133.8 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1042608, 1013991, 786989) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(227542, 218453, 149234) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(58767, 46879, 27719) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(20260, 13398, 7073) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7152, 3644, 1732) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(2748, 1074, 470) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1093, 319, 131) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(451, 99, 39) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(191, 31, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(82, 10, 4) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(36, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(16, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(7, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1399 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 2 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 380/1024 18240/49152 (37.1%) brushes 7422/8192 89064/98304 (90.6%) VERY FULL! brushsides 53346/65536 426768/524288 (81.4%) VERY FULL! planes 25768/65536 515360/1310720 (39.3%) vertexes 50406/65536 604872/786432 (76.9%) nodes 14282/65536 457024/2097152 (21.8%) texinfos 8832/12288 635904/884736 (71.9%) texdata 784/2048 25088/65536 (38.3%) dispinfos 816/0 143616/0 ( 0.0%) disp_verts 57160/0 1143200/0 ( 0.0%) disp_tris 89184/0 178368/0 ( 0.0%) disp_lmsamples 6873513/0 6873513/0 ( 0.0%) faces 25156/65536 1408736/3670016 (38.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 19114/65536 1070384/3670016 (29.2%) leaves 14663/65536 469216/2097152 (22.4%) leaffaces 34669/65536 69338/131072 (52.9%) leafbrushes 21047/65536 42094/131072 (32.1%) areas 19/256 152/2048 ( 7.4%) surfedges 177253/512000 709012/2048000 (34.6%) edges 125062/256000 500248/1024000 (48.9%) LDR worldlights 306/8192 26928/720896 ( 3.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 355/1024 5680/16384 (34.7%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 29731900/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 7393995/16777216 (44.1%) entdata [variable] 653357/393216 (166.2%) VERY FULL! LDR ambient table 14663/65536 58652/262144 (22.4%) HDR ambient table 14663/65536 58652/262144 (22.4%) LDR leaf ambient 53589/65536 1500492/1835008 (81.8%) VERY FULL! HDR leaf ambient 14663/65536 410564/1835008 (22.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/113430 ( 0.0%) pakfile [variable] 35789877/0 ( 0.0%) physics [variable] 12705889/4194304 (302.9%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 1 Total triangle count: 50393 Writing z:\steam\steamapps\xxxxxx\sourcesdk_content\now testing\prep final\ttt_projectsuburb_prep2.bsp 6 minutes, 47 seconds elapsed[/CODE] [U][B]Dump File Analysis Log [/B][/U][CODE]Crash Dump Analysis provided by OSR Open Systems Resources, Inc. ([URL]http://www.osr.com[/URL]) Online Crash Dump Analysis Service See [URL]http://www.osronline.com[/URL] for more information Windows 7 Version 7601 (Service Pack 1) MP (4 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS kernel32.dll version: 6.1.7601.17651 (win7sp1_gdr.110715-1504) Machine Name: Debug session time: Sat Jun 23 19:00:09.000 2012 (UTC - 4:00) System Uptime: not available Process Uptime: 0 days 0:14:43.000 Kernel time: 0 days 0:00:58.000 User time: 0 days 0:24:03.000 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2 ******************************************************************************* * * * Exception Analysis * * * ******************************************************************************* *** WARNING: Unable to verify timestamp for datacache.dll *** ERROR: Module load completed but symbols could not be loaded for datacache.dll TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2 Unable to load image Z:\Steam\crashhandler.dll, Win32 error 0n2 *** WARNING: Unable to verify timestamp for crashhandler.dll *** ERROR: Module load completed but symbols could not be loaded for crashhandler.dll *** WARNING: Unable to verify timestamp for Steam.dll *** ERROR: Module load completed but symbols could not be loaded for Steam.dll Unable to load image z:\Steam\steamapps\xxxxxx\garrysmod\bin\vstdlib.dll, Win32 error 0n2 *** WARNING: Unable to verify timestamp for vstdlib.dll *** ERROR: Module load completed but symbols could not be loaded for vstdlib.dll *** WARNING: Unable to verify timestamp for tier0.dll *** ERROR: Module load completed but symbols could not be loaded for tier0.dll *** WARNING: Unable to verify timestamp for engine.dll *** ERROR: Module load completed but symbols could not be loaded for engine.dll *** WARNING: Unable to verify timestamp for nvd3dum.dll *** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll *** WARNING: Unable to verify timestamp for client.dll *** ERROR: Module load completed but symbols could not be loaded for client.dll *** WARNING: Unable to verify timestamp for libcef.dll *** ERROR: Module load completed but symbols could not be loaded for libcef.dll Unable to load image Z:\Steam\tier0_s.dll, Win32 error 0n2 *** WARNING: Unable to verify timestamp for tier0_s.dll *** ERROR: Module load completed but symbols could not be loaded for tier0_s.dll *** WARNING: Unable to verify timestamp for steamclient.dll *** ERROR: Module load completed but symbols could not be loaded for steamclient.dll TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2 FAULTING_IP: server+1e93d7 649d93d7 8b11 mov edx,dword ptr [ecx] EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 649d93d7 (server+0x001e93d7) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 00000000 Attempt to read from address 00000000 DEFAULT_BUCKET_ID: NULL_POINTER_READ PROCESS_NAME: hl2.exe ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_PARAMETER1: 00000000 EXCEPTION_PARAMETER2: 00000000 READ_ADDRESS: 00000000 FOLLOWUP_IP: server+1e93d7 649d93d7 8b11 mov edx,dword ptr [ecx] FAULTING_THREAD: 000022b4 PRIMARY_PROBLEM_CLASS: NULL_POINTER_READ BUGCHECK_STR: APPLICATION_FAULT_NULL_POINTER_READ LAST_CONTROL_TRANSFER: from 649da305 to 649d93d7 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 0038cdd8 649da305 6b485058 6497a861 42cb9f48 server+0x1e93d7 0038cddc 6b485058 6497a861 42cb9f48 466ad1f8 server+0x1ea305 0038cde0 6497a861 42cb9f48 466ad1f8 000006e7 datacache+0x35058 0038cde4 42cb9f48 466ad1f8 000006e7 00000000 server+0x18a861 0038cde8 466ad1f8 000006e7 00000000 0d77c200 0x42cb9f48 0038cdec 00000000 00000000 0d77c200 000006e8 0x466ad1f8 STACK_COMMAND: ~0s; .ecxr ; kb SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: server+1e93d7 FOLLOWUP_NAME: MachineOwner MODULE_NAME: server IMAGE_NAME: server.dll DEBUG_FLR_IMAGE_TIMESTAMP: 4f9567dc FAILURE_BUCKET_ID: NULL_POINTER_READ_c0000005_server.dll!Unknown BUCKET_ID: APPLICATION_FAULT_NULL_POINTER_READ_server+1e93d7 WATSON_STAGEONE_URL: [URL]http://watson.microsoft.com/StageOne/hl2_exe/0_0_0_0/4fd10b64/server_dll/0_0_0_0/4f9567dc/c0000005/001e93d7.htm?Retriage=1[/URL] Followup: MachineOwner[/CODE] Thanks.
physics [variable] 12705889/4194304 (302.9%) That's too high i believe. Reduce the amount of prop_physics.
[QUOTE=IronPhoenix;36469961]physics [variable] 12705889/4194304 (302.9%) That's too high i believe. Reduce the amount of prop_physics.[/QUOTE] The entdata too...
[QUOTE=paulisdead18;36473853]The entdata too...[/QUOTE] I thought 300% was the up to date max for the percentages.
I highly doubt the entdata has any effect on the issue. Within my map, I have relied heavily on prop_static props for detailing. I'm also running textureshadows as well as static poly shadows. Could this possibly be categorized under "Physics"?
Sorry, you need to Log In to post a reply to this thread.